The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
August 08, 2022, 06:13:44 am
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Arilou Chain Teleportation - good or bad?
« previous next »
Pages: [1] 2 Print
Author Topic: Arilou Chain Teleportation - good or bad?  (Read 5118 times)
Shiver
Guest


Email
Arilou Chain Teleportation - good or bad?
« on: January 22, 2009, 02:16:57 am »

Over the past couple of months I've gotten pretty good enough at messing with UQM's ship code. Sooner or later I intend to release a game balance mod intended for online melee based on this tinkering. Most recently I made two changes to the Arilou Skiff's teleport function:

• The Skiff will no longer appear close to an enemy ship. There is a circular "do not spawn here" zone around it.
• The Skiff will no longer appear on top of planets, asteroids or enemy ships.

Essentially, I've created an experimental Arilou Skiff variant that can teleport for defensive purposes only. A teleportation function that can't kill you anymore, but you can no longer spam it repeatedly to achieve an ideal attack position. This removes a gameplay mechanic which many net melee enthusiasts find obnoxious. On the other hand, chain teleportation does make combat with Arilou rather unique. The question I want to ask of the community is this: Which teleportation scheme would you like better, the classic or the experimental?
Logged
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: Arilou Chain Teleportation - good or bad?
« Reply #1 on: January 22, 2009, 02:54:31 am »

I think the new one sounds better. I don't usually find chain teleportation effective anyways, and when using it for defense, appearing right next to the opponent doesn't help at all.
Logged

Please visit my homepage.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3619


The Ancient One


View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #2 on: January 22, 2009, 07:24:36 am »

How large is the zone around the enemy ship?
Logged

What's up doc?
Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 795



View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #3 on: January 22, 2009, 11:31:30 am »

I like the new scheme . I would also increase the amount of energy needed for teleporting .
Logged
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: Arilou Chain Teleportation - good or bad?
« Reply #4 on: January 22, 2009, 12:21:29 pm »

I like the new scheme . I would also increase the amount of energy needed for teleporting .

I disagree. More energy cost would eliminate that teleport's use.
Logged

Please visit my homepage.
Shiver
Guest


Email
Re: Arilou Chain Teleportation - good or bad?
« Reply #5 on: January 22, 2009, 10:02:38 pm »

How large is the zone around the enemy ship?

The radius is 300 max zoom pixels, or double the length of a Chmmr laser.
Logged
SweetSassyMolassy
*Smell* controller
****
Offline Offline

Posts: 271



View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #6 on: January 23, 2009, 10:21:09 pm »

Warping into the planet is annoying and a relatively small chance, so to do away with this annoyance is nice.

I think it's annoying when players continually warp in order to find the best attack position, but if this option is taken away the Arilou is hardly worth its 16 points anymore, which it wasn't really worth to begin with. I usually use Arilou to catch slow-turners by surprise by warping closely
 behind them.  Without this it just becomes a glorified Fury with no respawn.  If the close warp radius is taken away, I think the point value should be lowered or the crew number increased.
Logged

I am not always understand about what you speak, unfortunately.
countchocula86
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 345


Culture 20!


View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #7 on: January 24, 2009, 06:20:19 pm »

Eh, I dunno. I like chain warping until Im an Ideal attack position.

But I dont net melee and Im not a skilled player.
Logged

I like to think you killed a man. It's the romantic in me.
Shiver
Guest


Email
Re: Arilou Chain Teleportation - good or bad?
« Reply #8 on: January 24, 2009, 07:07:47 pm »

I think it's annoying when players continually warp in order to find the best attack position, but if this option is taken away the Arilou is hardly worth its 16 points anymore, which it wasn't really worth to begin with. I usually use Arilou to catch slow-turners by surprise by warping closely
 behind them.  Without this it just becomes a glorified Fury with no respawn.  If the close warp radius is taken away, I think the point value should be lowered or the crew number increased.

Yes indeed. The experimental Arilou is less powerful than the classic. My plan is to use either a 10-12 point experimental or a 14 point classic. The 6 crew I won't touch, as I feel the fragility of the ship is part of what makes it unique.

In any case, I've started up a change log of the mod on Ultronomicon for anyone who's interested. Witness the new, horribly violated UQM.
« Last Edit: January 24, 2009, 08:32:54 pm by Shiver » Logged
Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 795



View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #9 on: January 24, 2009, 09:14:32 pm »

This mode will be present in all of the game's parts , right ? Not only in netmellee ?
I like it a lot !
Logged
SweetSassyMolassy
*Smell* controller
****
Offline Offline

Posts: 271



View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #10 on: January 24, 2009, 10:03:39 pm »

A few things about the balance mod:
-I noticed a lot of ships point values are raised or lowered by one point. Is there a reason for only one point?
-Spathi Eluder lowered by 6 points? I've always used the Eluder as a powerful capstone to my fleet. I thought the 18 point value seemed fair.

Logged

I am not always understand about what you speak, unfortunately.
Shiver
Guest


Email
Re: Arilou Chain Teleportation - good or bad?
« Reply #11 on: January 24, 2009, 11:12:25 pm »

Quote from: Alvarin
This mode will be present in all of the game's parts , right ? Not only in netmellee ?
I like it a lot !

You can play the campaign with it if you want, though I don't know why you would. Only difference I can really see is that you'll fight Super Dreadnoughts instead of regular ones, but they'll still be kind of easy to beat with Spathi.


Quote from: SweetSassyMolassy
A few things about the balance mod:
-I noticed a lot of ships point values are raised or lowered by one point. Is there a reason for only one point?
-Spathi Eluder lowered by 6 points? I've always used the Eluder as a powerful capstone to my fleet. I thought the 18 point value seemed fair.

Yes, I wanted even point values. I could divide them all by 2 now, though I'd rather the prices be easy to compare to vanilla UQM prices.

Spathi is terrible in PVP from my experience, though I may have reason to bump it up to 14 if I see enough passable performance from it.
« Last Edit: January 25, 2009, 12:16:47 am by Shiver » Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3866


We did. You did. Yes we can. No.


View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #12 on: January 26, 2009, 08:47:22 pm »

I would suggest an alternate solution, which comes in two parts:

1) If you are closer to the enemy ship than you are to the planet, teleporting should be safe, perhaps totally safe. As the planet gets closer, the risk should increase; as the enemy ship gets closer, it should decrease.

2) if you do teleport into a major body:
if you have enough energy to teleport again, the ship takes 1 damage, and autoteleports again
otherwise, it is destroyed.


SO:

you can charge in and be assured of getting away safely
But if you chain, you're going to get into trouble quickly.
But it won't be so roulette-y. You will lose a crew here and there, not the whole ship at once.
Logged
Shiver
Guest


Email
Re: Arilou Chain Teleportation - good or bad?
« Reply #13 on: January 27, 2009, 05:18:03 am »

It's worth stating that I do not view Toys For Bob's Arilou Skiff as fundamentally broken. Chain teleportation does lead to long fights, but these are usually not longer than the typical Mmrnmhrm Transformer long range missile siege against a slower adversary. Whether I change the Skiff or not hinges upon how well the experimental ship fits into the game.

I would suggest an alternate solution, which comes in two parts:

1) If you are closer to the enemy ship than you are to the planet, teleporting should be safe, perhaps totally safe. As the planet gets closer, the risk should increase; as the enemy ship gets closer, it should decrease.

2) if you do teleport into a major body:
if you have enough energy to teleport again, the ship takes 1 damage, and autoteleports again
otherwise, it is destroyed.


SO:

you can charge in and be assured of getting away safely
But if you chain, you're going to get into trouble quickly.
But it won't be so roulette-y. You will lose a crew here and there, not the whole ship at once.

While irritating to program, I can probably pull that off. But why? I don't see how this is any better than the alternate teleporter which I've already put together.
Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3866


We did. You did. Yes we can. No.


View Profile
Re: Arilou Chain Teleportation - good or bad?
« Reply #14 on: January 28, 2009, 04:11:32 pm »

It allows teleporting to still bear some risk and opportunity; but it makes the risk more evenly distributed (at present rates, many arilou players will never realize that they can explode), and discourages the most abusive behaviors.

With yours, there is a strong limit on how good a sweet teleport can be.
« Last Edit: January 28, 2009, 04:13:50 pm by Death 999 » Logged
Pages: [1] 2 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!